• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

[modmodmod] The Sword of Islam Reborn

Thank you for giving a second life to this mod! Just a couple things for feedback:
1. There are two Timurids in scenario choosing menue
2. Does anyone starts with much more gold than in original? I checked Armania - it was just 100 gold and in this version it is 1200. It seems to have a knock-on effect on everyone's stability later on - everyone got Marksmen by the time Mongols arrive and they just capture 3 - 4 cities on the whole map. As Zengids I was able to buy all techs I was lacking and lots of mercs to complete my goals.
3. There must be some issue with scaling on the epic speed with game supposedly going to end before Portugal spawns.
 

Attachments

  • 20240301183600_1.jpg
    20240301183600_1.jpg
    380.5 KB · Views: 60
  • 20240301184805_1.jpg
    20240301184805_1.jpg
    519.7 KB · Views: 42
  • 20240302112951_1.jpg
    20240302112951_1.jpg
    502.1 KB · Views: 45
Thank you for giving a second life to this mod! Just a couple things for feedback:
1. There are two Timurids in scenario choosing menue
2. Does anyone starts with much more gold than in original? I checked Armania - it was just 100 gold and in this version it is 1200. It seems to have a knock-on effect on everyone's stability later on - everyone got Marksmen by the time Mongols arrive and they just capture 3 - 4 cities on the whole map. As Zengids I was able to buy all techs I was lacking and lots of mercs to complete my goals.
3. There must be some issue with scaling on the epic speed with game supposedly going to end before Portugal spawns.
The author has posted the 2 Timurid fix few posts above.
 
Last edited:
I don't think that's a bad thing.
Access to unlimited re-enforcements for human player breaks the balance desicevily. Where is the challenge? AI Portugal needs all the help it can get, but not the human player.
 
Hello and thanks for the feedback!

Sadly I have to tell you about some big problems.
But I will start with the improvements of v0.3.2 (ready to download): https://sourceforge.net/projects/the-sword-of-islam-reborn/

The Sword of Islam Reborn v0.3.2

Mainly about bug-fixing.
Has anyone else noticed that the Makurians/Nubians are overperforming as well?
The reasons for overpowered Makuria (also for Abbasids and Ajmer, but not as easy to notice) is the same for the overflowing start gold. I solved the Relics-Bug some time ago, and in fact it is the same reason.
The starting units for this 3, and the gold of every civ, is coded in python. But every time you make a save in WB, the python changes are saved too.
This means, Makuria (Abbasids/Ajmer) did not start with 2 settlers, but with over 10. (I am shocked I haven't seen this before:eek2:)
Now the start gold is the amount in const.py.
Every time something is edited in WB, several lines have to be deleted in the WB-file, so I recommend to use the WB as rare as possible.

Spoiler All changes :

- Fixed Barbs-MarathaSpawn-Bug (iMaratha_Warrior, iMaratha_Cavalry)
- Changed Palmforest yield to +1 commerce
- Fixed Aq Qoyunlu naming issue
- Fixed overflowing startgold
- Fixed issue of huge starting units for Abbasids, Makuria and Ajmer (reason for huge makuria)
- Reorganized artfiles
- Recreated original map image


Now the problems:
I already attached to 0.3.2 the new (but unshaped) map.
When I open the map with one of the 4 starting civs, there is no problem. Everything works fine, even several turn later.
But with every loading-time civ, the game crashes, and I have no reason why. With the starting civs, and can play on to malwa and samanids or later, change to them and play them, but I cannot start with them.

Anyone an idea?

Also sad that @DrLoboto has not replied yet.
 
Never mind, mistake solved!

The Sword of Islam Reborn v0.3.3
download: https://sourceforge.net/projects/the-sword-of-islam-reborn/

New map can now be played from every civ (but it is still not shaped)
Relic-buildings are now shown like wonders, and have graphics. (@Tigranes, hope you like it!)
[To manage this, I had to use a dirty trick. So it works only if you don't resettle the relic more than 100 times.:devil:]

Spoiler Wonders-Screen :

Relic-Wonders.JPG


Spoiler Changelog :

- Fixed loading-civs-issue
- Relics are now shown like wonders
- Relic-Buildings have art now


This will be the last version of the unfinished map. Version 1.0 will include a shaped north-expansion map and the new playable civs Bulgaria and Serbia!
 
Little correction!

The relics are now listed separately, in order to have a better overview. (just like the titles)
Still called v0.3.3
Spoiler :

Relic-Wonders_improved.JPG
 
Yes, that's a very elegant solution. Not sure why, but I always try to hoard relics in my game. It's such a nice feeling when you can get all 6 of them!
 
Access to unlimited re-enforcements for human player breaks the balance desicevily. Where is the challenge? AI Portugal needs all the help it can get, but not the human player.
No, because it's not unlimited. With no reinforcements, I think it would be too difficult given Portugal's terrible production and the amount of time it takes to traverse the Indian Ocean.
Also sad that @DrLoboto has not replied yet.
I hope @DrLoboto comes back.
 
No, because it's not unlimited. With no reinforcements, I think it would be too difficult given Portugal's terrible production and the amount of time it takes to traverse the Indian Ocean.

I hope @DrLoboto comes back.
Well, I have ended up with 17 Carracks full of troops within the first 20 turns, for all the intents and purposes that does feel like unlimited. I should actually playtest by deleting reinforcements and trying to get YHV just with the starting troops and those you can train normally during the game. Current Portugal mechanics was intended for the AI only and Portuguese were supposed to be like sea barbarians.
 
No, because it's not unlimited. With no reinforcements, I think it would be too difficult given Portugal's terrible production and the amount of time it takes to traverse the Indian Ocean.

I hope @DrLoboto comes back.
Ok, I stand corrected. Random reinforcements are only given as single empty Carracks during the game. Troops are given as special events, like for a scripted war with Bahmanids.
 
There was an issue with 3rd portugal UHV. It said failed in first turn, now solved.
Copy victory.py into SoIR/Assets/Python
Do you also need to fix the victory screen python in Screens folder? Because right now it say to have 10k gold but the counter set for 15K , i. e. 100/15000
 
@GregFred187 Can I suggest an addition to the Portuguese UP, since it's a bit underwhelming right now: all units start with amphibious, which I think makes pretty good sense given the amphibious nature of Portuguese colonialism, also, it's really annoying to have to take the cannons out of the ships and waste a turn.

Has anyone seen @DrLoboto? Dude left one really tantalizing screenshot and then just bounced lol
 
@GregFred187 Can I suggest an addition to the Portuguese UP, since it's a bit underwhelming right now: all units start with amphibious, which I think makes pretty good sense given the amphibious nature of Portuguese colonialism, also, it's really annoying to have to take the cannons out of the ships and waste a turn.

Nearly all starting-units start with amphibious, and because of UB, also later-builded units do so.
But the cannon does not, (because it cannot attack from ships). I agree it would be a nice feature if Portuguese cannons could do that. I think I have an idea how to solve that, but I am not sure at the moment if it wouldn't affect other unit effects.
Because it is not a bug, it will be done some time later. This weekend I am going to focus on the big update.
 
Here is a preview for the new map!

It is already shaped, divided into new provinces, ArtStyleMap and SettlerMaps for Byzantium, Georgia, Khwarezm, Ottomans, Timurids are adjusted.
City Names still have to be done.

Spoiler :

northexp_serbia.JPG
northexp_moesia.JPG
northexp_krim.JPG
northexp_westcaucasus.JPG
northexp_eastcaucasus.JPG
northexp_caspian.JPG
northexp_aral.JPG


Please give honest feedback!
 
Very excited to see this map! Especially the addition of Crimea: Theme of Cherson now becomes possible! Would be nice to see Khazaria in any form(indy cities or a an unplayable civ at the start) with Judaism in those far northern lands (cities Balanjar and Samandar fitting on this map come to mind) I don't see far Eastern portion of the map -- did you add Issyk Kul lake there? It would have been easier for us to look at the new map more closely if we could open it with the world builder, please consider uploading it here.
 
Last edited:
Good ideas about the Khazaria (I was already searching for a civ filling the empty space in norht caucasus)!

The eastern lands of the map are empty at the moment, because there are no civs which could relate to any features there, but Issyk Kul might be added.

I don't know if the WB file is compatible with an older version of SoI, but here it is.
 

Attachments

Back
Top Bottom